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DualForce Idle

Tower Defense + Idle, where you play for both sides! · By nerdError

Ideas Sticky

A topic by nerdError created Dec 04, 2020 Views: 4,440 Replies: 63
Viewing posts 21 to 49 of 49 · Previous page · First page

Add more towers and enemy please

Love the game

hard mode to wear letting enemies get through is a bad thing.

(+2)

How about making a canon wich deals big damage, but slow reload speed and a super fast enemy, but very low hitpoints

(1 edit)

It would be nice to add new guns upgrade that change the picture! ex. Gunshot would be changed to Multi-shot, like Shot gun but Multi-shot is a better name if already is called Gunshot, also maybe you can add a boss that have a ton of health more than rockster! and I would like to see a new update about tickets, i see a lot of it in other games, so basically(just realized i spelled basically right the first time) you earn like 1m and get a new ticket or like %200 of earning per hour or so, and I know that you are very unproductive but thats okay, it will come out in the least moment you even realized!

just realized there 2 pages lol i thought all the comments are deleted xD

add a new thing, please

(+2)

this one is a classic tower defense one: an enemy that always comes in groups, but is smol and weak, alongside an area damage tower to counter him! and adding my own idea to the mix, the smol enemy could avoid traps like spikes! 

(+1)

we need more turrets and monsters 

(+1)

we need monsters that can go super fast and has low hp but you get a lot of coins

monsters

my idea is to add some upgrades that are not stat based, like an upgrade that costs RP that makes it so you can upgrade to 100% chance of insta spawn, same with stun chance, and other things like more turrets, monsters and buildings

You should be able to accept/decline offline earnings. Might sound weird but, some people dont like offline proggress in idle games.

Go to the Unlocks menu and turn off Enabled on the Bally and Rockster.  Then the game will eventually stop.

(+3)

Skill tree

(2 edits)

A sniper turret, light (minimum health) & speedy enemy, and a strong & fast enemy, a splash damage turret,  a bomb building that has a really long cooldown, and also enemies lose kill value every loop.

an ability to pause time where you cant attack and nothing moves but you can upgrade and build.

(+2)

I think a tower that does AOE would be nice

pls new act pls it will be a big act pls we need more things and more game 

(2 edits) (+1)

2 ideas

1. make spikes pierce multiple enemies that are on top of it

2 add an option to target lowest hp/highest price/furthest/standard

also great game started today (bc dangerously funny) already 6 hours semi active gameplay so kinda addicted

(1 edit)

also you still alive man? didnt see any new comments or changes from you since a while just asking


edit: nvm just saw its been updated not too long ago, still hoping you´re doing fine tho

Developer(+1)

Well this game wasn't updated for a long time. i was working on a different games. And also now im working on a new big game :)

But i still have DFI2 in plans, just not sure when i will work on it

looking forward to the big game

also an idea for DFI2 in which you can use the DFI save file to get a part of your old things back (RP/coins/RP upgrades)

although that would probably make ballancing more difficult so i dont know if it would be a good idea

Add the red turret that is shown on the turrets tab

Teleport.  A 'From' and a 'To' so it takes up two squares on the map.  It needs to be ridiculously expensive - something for when the map is getting full of weapons.  It must be ridiculously slow to reload, much slower than a Rockster navigating the entire map.

The idea is one puts the 'From' base in the last square and the 'To' in the first square and any monster that occasionally make it to the end gets sent back to the start.

Catapult.  Sends the monster backwards a small distance - a fraction of a square.  Can be upgraded to increase the distance in small amounts.  Takes up a square on the path.

Similar in effect to the Stun function but without slowing the monster, but gives one something else to play with.

Perhaps: the amount it sends the monster back depends on the speed of the monster.

Monster Regeneration in exchange for Rebirth Points.

A square on the path.  It restores some of the Health of any injured monster as it goes over it, and has a chance of returning a teeny amount of Rebirth Points as it does so.

Called a Healing Station or Hospital or Clinic.

Could work like the Spikes and have one upgrade option for healing Health damage and another upgrade option for healing Health as a %.

It would not be very efficient for building Rebirth points, but would add to the gameplay options.

Narrow path: no overtaking.

A square on the path that makes the path appear narrower.  Monsters may not overtake one another on that square.

The main purpose of this is to make sure a Rockster is in front of any Ballys so it takes the fire from Gunshots and Laserguns so it is not wasted on the Ballys.  It also slows the Ballys when that happens so they are vulnerable to any Spikes on the previous square or any Guinshots or Laserguns behind them.

It might be it is not effective 100% of the time and so has 'Effectiveness' as an upgrade %age.

Style or 'Kissing Gate' or Turnstile.  A square on the path that can only contain one monster.  If there is a monster already on that square, monsters start stacking up behind it until it has passed over.

A Rockster will hold up all the Ballys behind it.  Rocksters that have appeared from Instant Spawn Chance will get spread out.

This will be like a very effective 'Stun' or 'Sleep' function, so will need to be very expensive.

Could you add Mobile compatibility? I wanna play this, it looks fun.

(1 edit)

nvrmind. anyways, what about a new enemy? got a better idea: Nitrogen. it slows down your turrets and buildings.
Rocket launcher: shoots homin projectiles, and is affected less by Nitrogen.
enemy: Ice. could be easy to kill, but VERY fast. doesn't give high rewards due to its low health.

(3 edits)

Turret ideas

 freeze turret, flame turret, slam turret to deal area dmg, stun turret.

Monster ideas

Stun monster to stun turrets. Initial 5-sec cooldown upgrade for more coins. initially worth 30 coins.

Boss Monster for a lot of money, but takes 15-sec spawn time. 2000 hp, and can also stun. stun cooldown 15 secs. initial speed is 0.50. Initially worth 5000 coins.

Bolt Monster. extremely fast but has low hp. initially worth 15 coins.

Healer monster heals other monsters in a radius by initially 25% of hp with 10 sec cooldown. for boss, heals 5 hp. upgradable. Initially worth 50 coins.

Rebirth ideas

You should add a part on the turret rebirth upgrades that you can upgrade their base stats in. Also, you should add upgrades that let us exceed the cap value.

Using some of the other comments I've seen with some of my own ideas.....

With xxxxxxx RP you can "Re**something**" in which the game "soft resets" and you have to re-unlock all the structures. Each tower gets a new buff or something that is upgraded with RP. Including some form of a 100% chance to instant spawn mix in a random tile placement restrictions so that you can't simply rinse and repeat the exact same layout every time. Not sure what's possible but another addition would be to have turrets aim at target that you click to add some "control".

(+1)

Maybe adding little drones that specialize in single target damage might be pretty cool

(sorry about my bug report I made earlier)

Add modes, I would also recommend adding a title screen in case the player wants to change modes. Here are some things I have: 


                                                                                                                                 WELCOME TO DUALFORCE IDLE, DO YOU WANT TO:

                                                                                                                                                                        Start new game

                                                                                                                                                                               Continue

                                                                                                                                                                           Change mode


Modes: Sandbox: Have infinite money, Spawn monsters, and Infinite rebirth points.  Master Mode: Items are much more expensive, monster upgrades are cheaper but gives monsters more strength than usual, monsters give less rewards.

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